This section explores some of the combat techniques that feature in The Forbidden Pit. In addition to Card attributes, each listing also includes strategy tips to make the most of each move, and relevent gameplay examples to illustrate strategies.
Most of the techniques used in the Pit are generic, in that they do not adhere to any one specific combat or martial arts style. However variations of these techniques to some degree are common to most fighting styles even if such details as stance and execution differ from style to style.
The Techniques used in the Pit are of the following types:
Defense - Blocks, Evasion, Absorbtion
Defensive Attacks - Breaks, Throws, Choke holds that must be used defensively
Basic Attacks - Common offensive strikes used to wear down defense
Intermediate Attacks - More powerful Blows that are often effective Counter Attacks
Advanced Attacks - Highly damaging or even lethal strikes that are hard to defend
Forbidden Strikes - Truly deadly strikes that can demolish a fighter in seconds
Down Attacks - Vicious blows that deal Pain and suffering to Prone Opponents
Special Moves - Critical effects and powers make these moves particularly deadly
Defense
The best way to win any fight is to not get hit. Defensive moves observed in the Pit negate PAIN and Critical Effects using a combination of blocks and evasion to avoid incoming hits as well as simply toughing it out. You may need multiple Defense Cards on a single Attack to fully neutralise all damage.
Block(LR)
Standard side and body defense knocks the incoming strike off target, negating PAIN and Stun from the Attack. Versatile but comparatively weak, Blocks are proof against most Basic and Intermediate strikes, but may need to be combined with other defense to fully answer more powerful Attacks.
Tip: Blocks are particularly effective against certain holds and breaks...
Swerve
The Fighter nimbly writhes and twists his form to dodge the Attack. A successful Swerve means the Attack simply misses it's intended target, throwing the Attacker off balance and lining him up for some PAIN.
Tip: Swerve is a powerful and versatile defense and should be reserved where possible to avoid some really nasty hits later.
Duck
You can almost feel the rush of wind as the Attack passes above, missing by inches. Duck is basically a vertical Swerve that saves the Defender from the unwanted inconvenience and distraction that result from one too many solid kicks to the head.
Tip: Like Swerve it is a powerful Defense and should not be wasted on a strike that is better Blocked or Countered.
Jump (+1, +2, +3)
A good Fighter has to be light on his feet unless he wants to end up on his back. Jump is useful against those tricky Leg Sweeps - or alternately launch a Jumping Attack and really boost the PAIN.
Note: A Jumping Attack is defended as normal.
Get Up
Get Up is exactly that - it allows the Fighter to shrug off a solid blow and flip back to his feet, regaining momentum and avoiding Down Pain. Get Up can be used to cover the effects of 2 consecutive Stun Attacks that together would Knock Down a Fighter.
Note: Knockdowns are not cumulative - A Fighter is either Standing or Prone.
Down Block
Down Blocks are considered to be a combination of evasion and erecting a solid guard stance using both hands and feet that make it impossible for an opponent to get close without getting his knees broken. A Down Block can save your life in the Pit.
Tip: Down Blocks are powerful defense, use wisely.
You're Nothing!
That all you got mate?
Show your opponent how insignificant and petty he really is. But beware - you may regret not saving it for later when nursing that nasty dislocation from the Down Pain you couldn't shrug off.
Note: You're Nothing! can absorb up to 4 pain from consecutive Combo attacks.